Innovative load-bearing structures often emerge from a fine balance between creative forms and engineering principles. While preference-based topology optimization methods have advanced structural design by considerin...
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Innovative load-bearing structures often emerge from a fine balance between creative forms and engineering principles. While preference-based topology optimization methods have advanced structural design by considering designers' geometric preferences, they struggle with visualizing and editing complex 3D details crucial for diverse design options. To overcome this bottleneck, here we propose the improved bidirectional evolutionary structural optimization considering subjective preferences (ISP-BESO) method. This method introduces a similarity constraint that enables precise control over subjective preferences in optimized structures. Then, a design exploration strategy is proposed by integrating virtual reality (VR) with topology optimization for the interactive creation of desirable 3D structures. The strategy employs VR sculpting to offer immersive visualization and real-time feedback, guiding material redistribution during optimization. This workflow can iteratively produce innovative and efficient structures. Adjusting target similarity in ISP-BESO steers designs toward performance-driven or preference-driven outcomes. A museum design example demonstrates the practical potential of this strategy.
Traditional classroom training sessions can negatively impact participants' engagement and knowledge retention. In response, several organisations are moving towards innovative and more engaging approaches, such a...
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Traditional classroom training sessions can negatively impact participants' engagement and knowledge retention. In response, several organisations are moving towards innovative and more engaging approaches, such as virtual reality (VR). By using VR, participants can immerse in a simulated environment, acquiring experiences in rare and hazardous situations that cannot be experienced in the natural environment without risk to the participants. VR has been applied in several areas, and this study aims to understand the applicability and impact of VR simulators on human training and perspectives of this emergent area. Drawn on a rigorous systematic literature review of 82 articles, the study presents findings from the thematic analysis. First, descriptive results outline the VR literature and its applications as an innovative training and learning tool. Second, a prescriptive thematic analysis has identified emerging themes related to behavioural, technological, and organisational benefits. The results also show the VR challenges related to technological limitations, restricted resources, and academic research. This study demonstrates the development of VR in human training, presenting contributions to theory and practice. The study presents some limitations related to the scope and focus of the study, and future pathways to address these limitations are suggested. For instance, the research protocol did not consider conference papers or articles that were not in English, and it was limited to a search period. Furthermore, emergent topics such as artificial intelligence and VR technology's physiological-emotional and sensory aspects in training should be addressed. Therefore, future studies should address these topics and use the research agenda suggested in this study.
This study examines the role of Technology Anxiety (TA), age, past use, and cybersickness in the adoption of virtual reality (VR) technology. Using an extended Technology Acceptance Model (TAM), the research integrate...
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This study examines the role of Technology Anxiety (TA), age, past use, and cybersickness in the adoption of virtual reality (VR) technology. Using an extended Technology Acceptance Model (TAM), the research integrates age and past use as antecedents of TA and evaluates their influence on perceived ease of use (PEoU), perceived enjoyment (PENJ), and user attitudes. Data from 206 participants were analysed using Partial Least Squares Structural Equation Modelling (PLS-SEM) following a VR pilgrimage experience. The findings challenge conventional assumptions, revealing that past VR use increased TA, contradicting prior studies that associate familiarity with reduced anxiety. Additionally, older users exhibited lower TA levels than younger participants, highlighting a potential shift in how age influences technology adoption. TA significantly enhanced PENJ, indicating that anxiety may amplify emotional engagement in immersive settings, rather than solely acting as a barrier. While TA enhanced PEoU, it had a negative correlation with cybersickness, suggesting that anxious users might interact with VR more cautiously, thereby limiting sensory mismatches. Moreover, cybersickness did not significantly influence attitudes toward the system, emphasizing the dominance of engagement over physical discomfort in emotionally significant experiences. Attitude toward the system strongly predicted use intention, highlighting the necessity of designing VR experiences that balance usability with emotional engagement. This study provides new insights into the psychological and demographic factors influencing VR adoption and offers practical strategies for optimizing user experience, particularly in religious and cultural applications.
virtual reality (VR) technologies are increasingly used in neuropsychological assessment of various cognitive functions. Compared to traditional laboratory studies, VR allows for a more natural environment and more co...
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virtual reality (VR) technologies are increasingly used in neuropsychological assessment of various cognitive functions. Compared to traditional laboratory studies, VR allows for a more natural environment and more complex task-related movements with a high degree of control over the environment. However, there are still few studies that transfer well-established paradigms for measuring attentional distraction by novel sounds in laboratory settings to virtual environments and sports activities. In this study, the oddball paradigm, which is well established in laboratory settings for studying attention, is transferred to table tennis in a virtual environment. While 33 subjects played virtual table tennis, they were presented with a task-irrelevant sequence of frequent standard sounds and infrequent novel sounds. Trials in which an unexpected novel sound preceded the ball's appearance resulted in a delayed racket movement compared to trials in which a standard sound was presented. This distraction effect was observed in the first part of the experiment but disappeared with increasing exposure. The results suggest that unexpected and task-irrelevant novel sounds can initially distract attention and impair performance on a complex movement task in a rich environment. The results demonstrate that versions of the well-established oddball distraction paradigm can be used to study attentional distraction, its dynamics, and its effects on complex movements in naturalistic environments.
Introduction: The growing popularity of virtual reality devices and increasingly widespread distribution of VR products into the home exposes users to risk of bodily harm. Safety features are integrated into the devic...
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Introduction: The growing popularity of virtual reality devices and increasingly widespread distribution of VR products into the home exposes users to risk of bodily harm. Safety features are integrated into the devices themselves, but the burden of cautious use rests upon the end user. The purpose of this study is to quantify and describe the array of injuries and demographics effected by the burgeoning VR industry to inform and encourage mitigation *** and methods: The National Electronic Injury Surveillance System (NEISS) data was used to ex-amine a nationwide sample of emergency department records from 2013 - 2021. Inverse probability sam-ple weights for cases were applied to arrive at national estimates. NEISS data included consumer product injuries, patient age, sex, race and ethnicity, drug and alcohol involvement, diagnoses, injury descriptions, and emergency department ***: The first VR-related injury was reported in the NEISS data in 2017, and injuries were estimated to number 125. Incidents of VR-related injuries amplified as increased VR units sold, and by 2021, there was a 352% increase in VR injuries totaling a weighted estimate of 1,336 ED visits. The most common VR-related injury diagnosis is fracture (30.3%), followed by laceration (18.6%), contusion (13.9%), other (11.8%), and strain / sprain (10.0%). VR-related injuries involve the hand (12.1%), face (11.5%), finger (10.6%), and knee (9.0%), head (7.0%) and upper trunk (7.0%). Patients age 0-5 most commonly experienced injuries to the face (62.3%). Injuries in patients 6-18 were mostly to the hand (22.3%) and face (12.8%). Patients 19-54 experienced primarily injuries to the knee (15.3%), finger (13.5%), and wrist (13.3%). Patients aged 55 and older disproportionately experienced injuries in the upper trunk (49.1%) and upper arm (25.2%).Conclusions: This is the first study to describe the incidence, demographics and characteristics of injuries from VR device use. S
This research investigates the intricate relationship between problem-solving patterns and various factors, including demographics, cognitive style, learning styles, puzzle completion, and emotional and behavioral res...
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This research investigates the intricate relationship between problem-solving patterns and various factors, including demographics, cognitive style, learning styles, puzzle completion, and emotional and behavioral responses in the context of 2D and 3D virtual reality (VR) puzzle-solving tasks. The study employed an explanatory sequential mixed methods design, where data were collected from 52 participants who voluntarily engaged in puzzle-solving activities in a VR environment. The first phase involved collecting quantitative data to determine the cognitive and learning styles of the participants. The second phase involved gathering qualitative data, including observations, audio, video, and screen recordings during puzzle-solving tasks. Findings revealed profound associations between problem-solving patterns and gender, education level, dominant hand, and previous VR experience. Notably, females tended to analyze puzzle pieces more thoroughly, and participants with higher education levels exhibited more remarkable analytical tendencies. The cognitive style also influenced problem-solving patterns for using two hands with a controller. Puzzle completion times were correlated with systematic/random arrangement, starting with big puzzle pieces and 3D localization skills. Emotional and behavioral responses were linked to problem-solving patterns, with systematic placement associated with lower negative emotions and higher joy, while random arrangement led to more negative emotions.
IntroductionProblems with adequately regulating aggression are comon in people with mild to borderline intellectual disabilities (MBID). Learning through experience has been shown to be effective in MBID. Therefore, w...
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IntroductionProblems with adequately regulating aggression are comon in people with mild to borderline intellectual disabilities (MBID). Learning through experience has been shown to be effective in MBID. Therefore, we adapted an aggression prevention training that uses virtual reality (VR), which was initially made for a forensic psychiatric population. We aimed to assess the feasibility of this VR aggression training for *** people with MBID attended the 12-session VR aggression training. Both quantitative (on session satisfaction, well-being and observed aggression), and qualitative measures (feasibility workbook evaluations and focus groups with participants and therapists) were *** participants completed all sessions, and three participants dropped out because of a lack of motivation. Session satisfaction scores were high. Thematic analyses identified that participants learned coping strategies, and gained insights into emotions and triggers. Suggestions for improvement of the training included more personalization, practicing longer in VR, and more involvement of the social network in training sessions. Aggression observation measures were not feasible and no reliable results could be *** the dropout was substantial, the training seems feasible and acceptable for participants and therapists. However, improvements should be made to the intervention to increase efficacy, and enable better fits with participants' specific needs.
BackgroundThe teaching and assessment of clinical-practical skills in medical education face challenges in adequately preparing students for professional practice, especially in handling emergency situations. This stu...
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BackgroundThe teaching and assessment of clinical-practical skills in medical education face challenges in adequately preparing students for professional practice, especially in handling emergency situations. This study aimed to evaluate the emergency medical competencies of junior doctors using virtual reality (VR)-based scenarios to determine their preparedness for real-world clinical *** doctors with 0-6 months of professional experience participated in one of three VR-based emergency scenarios. These scenarios were designed to test competencies in emergency medical care. Performance was automatically assessed through a scenario-specific checklist, and participants also completed self-assessments and a clinical reasoning ability test using the Post-Encounter ***-one junior doctors participated in the study. Results showed that while general stabilization tasks were performed well, there were notable deficiencies in disease-specific diagnostic and therapeutic actions. On average, 65.6% of the required actions were performed correctly, with no significant variance between different scenarios. Participants achieved an average score of 80.5% in the Post-Encounter-Form, indicating a robust ability to handle diagnostic decisions. Self-assessments did not correlate significantly with objective measures of competency, highlighting the subjective nature of ***-based simulations can provide a detailed picture of EMC, covering both diagnostic and therapeutic aspects. The findings of this pilot study suggest that while participants are generally well-prepared for routine tasks, more focus is needed on complex case management. VR assessments could be a promising tool for evaluating the readiness of new medical professionals for clinical practice.
Immersion as an umbrella experience and embodiment are regarded as primary advantages of virtual reality and its capability to lead to other reflective experiences. Beyond the basis of stereoscopic head-mounted displa...
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Immersion as an umbrella experience and embodiment are regarded as primary advantages of virtual reality and its capability to lead to other reflective experiences. Beyond the basis of stereoscopic head-mounted displays, however, there is paucity of research on altered ways of experiencing virtual reality with regards to the possibilities afforded by this medium. To address this gap, we explore the effects of perspective shifts, both in terms of the visual and aural modalities, on embodiment and embodied mindfulness. Using a virtual reality application that administers a body-scan meditation using different visual- and aural perspectives, we investigate the effects these perspectives have on embodiment and embodied mindfulness. Our results indicate that a first-person visual perspective positively influenced a change in perceived body schema, but not in acceptance of virtual body ownership or control/agency of a virtual body, nor do they suggest an effect of audio-based perspective on these outcomes. Investigation into the moderating effects of mindfulness- and immersive tendencies on these factors suggest that participants with low immersive tendencies experienced a greater change in their body schema in the visual first-person condition compared to the third-person condition. A qualitative content analysis on participants' experiences indicate that few participants were able to express their experience in terms of audio. Our results contribute to the body of work on altered self-representations for mindfulness and extends on this concept with the notion of listening perspective as well as more generally to the design of sound, perspective, and embodiment in virtual reality.
The pancake lens, also referred to as a polarization-based catadioptric lens, is commonly employed as the imaging lens in virtual reality (VR) headsets due to its compact design and superior image quality. However, th...
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The pancake lens, also referred to as a polarization-based catadioptric lens, is commonly employed as the imaging lens in virtual reality (VR) headsets due to its compact design and superior image quality. However, the pancake lens significantly reduces the optical efficiency to about 12.5% if the incident light is unpolarized, primarily due to the use of a half-mirror. To boost system efficiency, we analyze how the display panel's emission cone affects optical efficiency. By incorporating brightness enhancement films (BEFs) to tailor the angular distribution of the emitted light, the optical efficiency can be improved by 65.2%. (c) 2025 Optica Publishing Group under the terms of the Optica Open Access Publishing Agreement
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